Level 1 Dungeon (12 rooms)

Room #1 Room #2 Room #3 Room #4 Room #5 Room #6 Room #7 Room #8 Room #9 Room #10 Room #11 Room #12 Stair down #0 Stair down #1 Stair down #2 Stair up #0 Stair up #1

Room 1:


This room is lit by a single torch. The air has a vile smell. In the southeastern corner you find a broken hourglass. Close to you there's a cornet.
There's a wooden door to the north.
There's a wooden door to the east.

Monsters (1)

Animal:Horse, Light War: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 14 (-1 size, +1 Dex, +4 natural); Atk: 2 hooves +4 melee; bite -1 melee; Dmg: Hoof 1d4+3; bite 1d3+1; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 2; STR 16, DEX 13, CON 17, INT 2, WIS 13, CHA 6;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Scent;

Treasure

Azurite {worth 54 gp}
No mundane items
No items
80 gp
0 cp
0 sp
0 pp

Room 2:


This room is barely lit.
There's a wooden door to the east.

Monsters (1)

Animal:Dog, Riding: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 16 (+2 Dex, +4 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+3; Special Atk: ; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 15, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
3000 cp
0 sp
0 gp
0 pp

Room 3:


This room is lit by a single torch.
There's a wooden door to the west.

Monsters (1)

Animal:Wolf: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+1; Special Atk: Trip; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats: Weapon Finesse (bite)
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
200 sp
0 cp
0 gp
0 pp

Room 4:


This room is well lit. Close to the center of the room there's a moldy parchment.
There's a wooden door to the west.

NPCs (1)

Male Ogre Sor1: CR 4 (ECL 7); HD 4d8+1d4; hp 9; Init -3; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 5, Ref -3, Will 5; STR: 25 (7), DEX: 5 (-3), CON: 21 (5), INT: 9 (-1), WIS: 16 (3), CHA: 8 (-1)
Feats: Magical Aptitude, Deft Hands, Combat Reflexes
Skills: Climb 8, Diplomacy 0, Heal 4, Use Rope -1, Spellcraft 1, Use Magic Device 1, Sleight Of Hand -1

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: Leather armor (+2AC, 10gp, Max Dex bonus: 6, Spell failure: 10%)

Treasure

Tiger eye turquoise {worth 72 gp}
No mundane items
No items
150 gp
0 cp
0 sp
0 pp

Room 5:


This room is adecuately lit. The air has a bitter smell.
There's a wooden door to the north.
There's a wooden door to the south.
There's a stone door to the east.

NPCs (1)

Fichar Male Dwarf Bbn1: CR 1 (ECL 1); HD 1d12; hp 14; Init +2; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref -2, Will -2; STR: 12 (1), DEX: 7 (-2), CON: 14 (2), INT: 12 (1), WIS: 7 (-2), CHA: 12 (1)
Feats: Improved Initiative
Skills: Appraise 3, Balance -1, Bluff 2, Concentration 3, Escape Artist -1, Gather Information 2, Heal -1, Hide -1, Listen -1, Move Silently -1, Ride 0, Search 2, Spot 0, Survival 0, Swim 2, Use Rope -1

Special Qualities: Darkvision: 60ft; Fast movement; Illiteracy; Rage: 1/day

Suggested armor: Padded armor (+1AC, 5gp, Max Dex bonus: 8, Spell failure: 5%)

Treasure

No goods
Disguise kit {worth 50 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 6:


This room is very dark. Your nostrils are flooded by a damp smell. Close to the southern wall you find a few pieces of parchment.
There's a stone door to the north.
There's a wooden door to the east.

Monsters (1)

Devil:Lemure (Baatezu): CR 1; HD 2d8 (9); Init +0; AC 13 (+3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d3; Special Atk: ; AL Always lawful evil; SV Fort 3 Ref 3 Will 3; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 5;
Feats:
Skills:
Special Qualities: Damage reduction 5/silver, SR 5, baatezu qualities, mindless;

Treasure

No goods
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 7:


This room is adecuately lit and the air has a stagnant stench. In the western wall you see a piece of broken mirror.
There's a stone door to the south.
There's a wooden door to the north.

NPCs (1)

Female Halfling Wiz1: CR 1 (ECL 1); HD 1d4; hp 3; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort -1, Ref 2, Will 3; STR: 12 (1), DEX: 14 (2), CON: 8 (-1), INT: 8 (-1), WIS: 12 (1), CHA: 8 (-1)
Feats: Nimble Fingers
Skills: Balance 3, Bluff 0, Hide 3, Listen 2, Disable Device 1, Open Lock 4

Special Qualities: Summon familiar; Scribe scroll

Suggested armor: Padded armor (+1AC, 5gp, Max Dex bonus: 8, Spell failure: 5%)

Treasure

No goods
No mundane items
No items
50 gp
0 cp
0 sp
0 pp

Room 8:


This room is lit by a single torch. Lying on the floor you see a hair pin.
There's a wooden door to the north.
There are 2 wooden doors to the west.

Monsters (1)

Krenshar: CR 1; HD 2d10 (11); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +2 melee, 2 claws +0 melee; Dmg: Bite 1d6, claw 1d4; Special Atk: Scare; AL Always neutral; SV Fort 3 Ref 5 Will 1; STR 11, DEX 14, CON 11, INT 6, WIS 12, CHA 13;
Feats: Multiattack
Skills: Hide +4, Jump +4, Listen +4, Move Silently +6
Special Qualities: Scent;

Treasure

No goods
Masterwork Crossbow, repeating {worth 550 gp}
No items
80 gp
0 cp
0 sp
0 pp

Room 9:


This room is lit by a single torch. Near the southwestern corner you see some violet lichen.
There's a wooden door to the east.
There's a wooden door to the south.

Monsters (1)

Troglodyte: CR 1; HD 2d8+4 (13); Init -1 (Dex); AC 15 (-1 Dex, +6 natural); Atk: Longspear +1 melee (or 2 claws +1 melee), bite -1 melee;or javelin +1 ranged; Dmg: Longspear 1d8, bite 1d4, claw 1d4; or javelin 1d6; Special Atk: Stench, darkvision 90 ft.; AL Always chaotic evil; SV Fort 5 Ref -1 Will 0; STR 10, DEX 9, CON 14, INT 8, WIS 10, CHA 10;
Feats: Multiattack, Weapon Focus (javelin)
Skills: Hide +6*, Listen +3
Special Qualities: ;

Treasure

No goods
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 10:


This room is lit by a single torch.

NPCs (1)

Male Gnome Mnk1: CR 1 (ECL 1); HD 1d8; hp 11; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 5, Ref 3, Will 1; STR: 11 (0), DEX: 13 (1), CON: 16 (3), INT: 16 (3), WIS: 8 (-1), CHA: 9 (-1)
Feats: Alertness, Magical Aptitude
Skills: Balance 2, Climb 1, Concentration 4, Diplomacy 1, Disguise 1, Forgery 4, Gather Information 1, Heal 0, Hide 3, Intimidate 1, Listen 1, Move Silently 2, Ride 2, Search 5, Sense Motive 0, Spot 1, Swim 1, Use Rope 3, Tumble 3, Spellcraft 5, Use Magic Device 1

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 11:


This room is lightless. The air has a rotten smell. For an instant you hear the sound of tip toes, but then it stops. Near the southeastern corner you see a needle. Close to you there's a coffer.
There's a wooden door to the north.

NPCs (1)

Female Halfling Pal1: CR 1 (ECL 1); HD 1d10; hp 10; Init +7; AC 14 (touch 14, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 2, Ref 3, Will 3; STR: 9 (-1), DEX: 17 (3), CON: 10 (0), INT: 12 (1), WIS: 16 (3), CHA: 14 (2)
Feats: Improved Initiative
Skills: Bluff 3, Diplomacy 3, Disguise 3, Forgery 2, Heal 4, Jump 0, Listen 4, Ride 4, Search 3, Spot 4, Swim 0

Special Qualities: Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Breast plate (+5AC, 200gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

No goods
No mundane items
No items
10 pp
0 cp
0 sp
0 gp

Room 12:


This room is barely lit. In the northern wall you find a broken belt buckle. Close to you there's a book.

Monsters (1)

Animal:Camel: CR 1; HD 3d8+6 (19); Init +3 (Dex); AC 13 (-1 size, +3 Dex, +1 natural); Atk: Bite +5 melee; Dmg: Bite 1d4+6; Special Atk: ; AL Always neutral; SV Fort 5 Ref 6 Will 1; STR 18, DEX 16, CON 14, INT 1, WIS 11, CHA 4;
Feats:
Skills: Listen +5, Spot +5
Special Qualities: Scent;

Treasure

No goods
Masterwork Heavy wooden shield {worth 157 gp}
No items
100 sp
0 cp
0 gp
0 pp

About

Note: Treasures, monsters, and NPCs are generated randomly, so the information generated is pretty rough on the edges. Its supposed to be more of a guideline.
For use in your game consider the following options: changing or removing encounters, equiping NPCs, treasures listed belong to NPCs (i.e.: the treasure is not just lying around) or is hidden, removing treasure altogether, changing the alignment of NPCs, placing traps on specific locations, etc.


If you need something fancier, try WoTC's dungeon/adventure generator